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JT-chemist

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About JT-chemist

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  1. JT-chemist

    Crate droped from Badger Bomber

    Even better: why bothering with the plane? we can just chronoshift it? the supply truck i mean?
  2. JT-chemist

    An attempt at a balance patch

    mmmmm.... but Tower rush IS one of the strategies of the game, for bad or good, so we still need them. I think that if Artillery has the same range than the V2 its pretty much ok (im considering that V2 has more healt points and Artillery has more damage). Another sugestion: This is kinda of extreme, but... Can the Medic be replaced by a Sniper? or can they fully heal target unit with one sigle "shoot"? Medic are also one the most LOST units of the game, but the concept behind them is quite good.
  3. JT-chemist

    An attempt at a balance patch

    Allied Artillery has a very limited range for its purpose. If it has the sane range as a V2 you can useas a soviet uses his V2s in a tesla fight: leting them parked for stop the coils advance. This greatly balances the game IMO, making the Artillery very usefull. What do you think about it?
  4. Hello The question is simple: Is there any possible way to make that a Badger Bomber drops a crate? All sugestions are welcome TY
  5. JT-chemist

    RA1: Tech Level change in game by clock

    Hello everybody again I been playing Tech Wars with some good CnC Net players and all them have liked it. Ive improved map shape and can support up to 8 players. Now im working on some fancy stuff to make it more colorfull, and i still need some help: 1)How can i make that a neutral badger bomber drops a CRATE? is this possible somehow? 2)im interested in making the oil pumps [V19] work as RA2 oil derricks, meaning that they can be taked by the player and give a constant income of little money. This one is kind of harder than the previous one. Any suggestions are well recieved. Note to comunicty: ive snoticed that [HOSP], [BIO], [MISS] and [FCOM] cant be set to Power=0 !!!!!!! i had to use Power=-1, by somea reason 0 dosnt work and its just ignored Thanks again to ORA-MaDMaN for his contribution, help, and moral support =)
  6. JT-chemist

    RA1: Tech Level change in game by clock

    Very good news! Sorry, hello first... is just that im excited! I made what i wanted. BUT only up to tech 5. Wich is ok for me now.i just need one last thing to make it work as properly. Let me explain myself: i changed the prerequisites of some buildings/units to include either: [HOSP] (for tech2), [BIO] (for tech 3), [MISS] (for tech4) and [FCOM] (for tech5). Also some tech leveles of buildings/units have been changed to -1, so they cant be constructed. (Things that are from tech 6 up to 10) To make this possible i have to "capture" the buildings [HOSP], [BIO], [MISS] and [FCOM]. I say capture because at this point im making test capturing them with engineers. This is the final point i have to fix. So here i have 3 questions: 1)Is there any way to change the ownership of a building just by triggers? 2)If i put these buildings outside the map along with one engi for each one (so the player dont see them and cant kill them either!) how can i make the engineer capture the build by trigger? Do i have to use TeamTypes? 3)I did this just for the Multi1..... do i have to make a set of building and engis for each one of the Multis (Multi2, Multi3,...Multi8? Told ya it can be done ; ) with a bit of logic this arrange can be applied to any other possibles tech levels. Maybe even divide the techs on 5 parts (tech1-2, tech3-4, and so on) well, thanks to anyone whos reading this! and to the whole comunity! IM HAPPY! =) PD: this is the .mpr file if you wnna check it out [Basic] Intro=<none> Brief=<none> Win=<none> Lose=<none> Action=<none> ToCarryOver=no ToInherit=no TimerInherit=no EndOfGame=no CivEvac=no Theme=No theme CarryOverMoney=0 CarryOverCap=0 NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no TruckCrate=no FillSilos=no Percent=0 Player=Neutral UseCustomTutorialText=yes NewINIFormat=3 Name=ZZ Basic Tech Wars [Base] Count=0 Player=USSR [STRUCTURES] 0=Neutral,V19,256,4268,0,None,0,0 1=Neutral,V19,256,4307,0,None,0,0 2=Neutral,V19,256,5134,0,obj2,0,0 3=Neutral,V19,256,5234,0,obj2,0,0 4=Neutral,HOSP,1,7594,0,None,0,0 5=Neutral,V19,256,8088,0,obj2,0,0 6=Neutral,V19,256,8168,0,obj2,0,0 7=Neutral,V19,256,8216,0,obj2,0,0 8=Neutral,V19,256,8296,0,obj2,0,0 9=Neutral,BIO,1,8362,0,None,0,0 10=Neutral,MISS,1,8874,0,None,0,0 11=Neutral,FCOM,1,9386,0,None,0,0 12=Neutral,V19,256,11150,0,obj2,0,0 13=Neutral,V19,256,11250,0,obj2,0,0 14=Neutral,V19,256,12076,0,None,0,0 15=Neutral,V19,256,12115,0,None,0,0 [Trigs] inf5=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,5 obj1=0,10,0,0,1,-1,12,0,-1,0,21,-1,-1,-198,0,-1,-1,-1 inf3=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,3 tim2=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,90,22,-1,14,-1 tim3=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,80,22,-1,2,-1 upg4=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 tim1=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,100,22,-1,40,-1 upg8=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 sw2=0,10,0,1,13,-1,100,0,-1,0,22,-1,3,-1,22,-1,32,-1 inf4=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,4 sw1=0,10,0,0,13,-1,0,0,-1,0,22,-1,6,-1,0,-1,-1,-1 inf7=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,7 sw5=0,10,0,1,13,-1,340,0,-1,0,22,-1,27,-1,22,-1,22,-1 inf0=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,10 inf2=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,2 upg6=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 upg7=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 inf6=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,6 sw6=0,10,0,1,13,-1,400,0,-1,0,22,-1,39,-1,22,-1,15,-1 tim4=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,70,22,-1,9,-1 tim7=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,40,22,-1,11,-1 upg3=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 upg5=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 upg0=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 mid=0,10,0,0,8,-1,0,0,-1,0,8,-1,-1,99,0,-1,-1,-1 inf9=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,9 sw9=0,10,0,1,13,-1,520,0,-1,0,22,-1,31,-1,22,-1,30,-1 tim5=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,60,22,-1,0,-1 obj2=2,10,0,0,7,-1,0,0,-1,0,21,-1,-1,-197,0,-1,-1,-1 inf8=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-251,11,-1,-1,8 upg9=0,10,0,0,0,-1,0,0,-1,0,0,-1,-1,-1,0,-1,-1,-1 tim9=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,20,22,-1,25,-1 upg2=0,10,0,0,0,-1,0,0,-1,0,13,-1,-1,-244,0,-1,-1,-1 sw8=0,10,0,1,13,-1,490,0,-1,0,22,-1,37,-1,22,-1,7,-1 sw4=0,10,0,1,13,-1,270,0,-1,0,22,-1,19,-1,22,-1,5,-1 sw0=0,10,0,1,13,-1,540,0,-1,0,22,-1,13,-1,22,-1,23,-1 sw7=0,10,0,1,13,-1,450,0,-1,0,22,-1,20,-1,22,-1,16,-1 tim8=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,30,22,-1,29,-1 sw3=0,10,0,1,13,-1,190,0,-1,0,22,-1,4,-1,22,-1,21,-1 tim6=0,10,0,1,0,-1,0,0,-1,0,25,-1,-1,50,22,-1,17,-1 inf1=0,10,0,1,0,-1,0,0,-1,0,21,-1,-1,-168,11,-1,-1,1 [Tutorial] 1=Tech level 1 2=Tech level 2 3=Tech level 3 4=Tech level 4 5=Tech level 5 6=Tech level 6 7=Tech level 7 8=Tech level 8 9=Tech level 9 10=Tech level 10 [CellTriggers] 7999=OBJ1 8000=OBJ1 8001=OBJ1 8127=OBJ1 8129=OBJ1 8255=OBJ1 8256=OBJ1 8257=OBJ1 [2TNK] Prerequisite=weap,miss [4TNK] TechLevel=-1 [MRJ] TechLevel=-1 [MGG] TechLevel=-1 [ARTY] Prerequisite=weap,fcom [MCV] TechLevel=-1 [APC] Prerequisite=weap,tent,bio [SS] Prerequisite=spen,bio [DD] Prerequisite=syrd,miss [CA] TechLevel=-1 [PT] Prerequisite=syrd,bio [E6] Prerequisite=bio [E7] TechLevel=-1 [SPY] Prerequisite=dome,miss [MIG] TechLevel=-1 [TRAN] TechLevel=-1 [HELI] TechLevel=-1 [HIND] TechLevel=-1 [HOSP] Power=0 Bib=yes Capturable=true [BIO] Power=0 Bib=yes Capturable=true [MISS] Power=0 Bib=yes Capturable=true [FCOM] Power=0 Bib=yes Capturable=true [IRON] TechLevel=-1 [ATEK] TechLevel=-1 [PDOX] TechLevel=-1 [HPAD] TechLevel=-1 [GAP] TechLevel=-1 [SAM] TechLevel=-1 [MSLO] TechLevel=-1 [WEAP] Prerequisite=proc,hosp [SYRD] Prerequisite=powr,hosp [SPEN] Prerequisite=powr,hosp [HBOX] Prerequisite=tent,hosp [TSLA] Prerequisite=weap,miss [GUN] Prerequisite=tent,hosp [AGUN] Prerequisite=dome,bio [DOME] Prerequisite=proc,hosp [AFLD] Prerequisite=dome,bio [APWR] Prerequisite=powr,fcom [STEK] Prerequisite=weap,dome,miss [KENN] Prerequisite=barr,hosp [BRIK] Prerequisite=fcom [WEAF] Prerequisite=proc,hosp [SYRF] Prerequisite=powr,hosp [DOMF] Prerequisite=proc,hosp [V19] Strength=400 Points=5 Armor=wood Repariable=true Capturable=yes Power=-10 Storage=1500 [TeamTypes] X1=12,0,7,0,0,-1,-1,1,E6:1,1,11:8 [Map] Theater=TEMPERATE X=1 Y=32 Width=126 Height=64 [Waypoints] 98=5900 3=6299 7=6373 1=7835 5=7909 99=8128 0=8475 4=8549 2=10011 6=10085 [MapPack] 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  7. JT-chemist

    RA1: Tech Level change in game by clock

    OK, i have good news: [MISS], [HOSP] worked for the following line: [DOME] Prerequisite=proc,miss and i supose that [FCOM] and [BIO] also work the same way. What hasnt worked is the next line: [2TNK] Prerequiste=weap,miss So im supossing that this dosnt work for units but does for buildings, which is not the solution but an aproach ¿What can be causing the mistake on the units? ¿Is theres something im missing?
  8. JT-chemist

    c&c Red Alert Map Editor Tutorial?

    Hello, im interested to know if the "Prerequiste=dome,fcom" line has worked for the Airfield. Only making the Air Traffic Control you are allowed to build Airfield? Thanks a lot for your replie.
  9. JT-chemist

    RA1: Tech Level change in game by clock

    X3M, thanks again for your reply, if thats a posibility then thast the way im gonna follow for now, as far as i can get it. You guys know... im making experiments with different Prerequisite for the buildings... but ive found myself in an onn/off situation. What things can work as Prerequisites for the buildings of both bands? Civilian buildings or units dosnt seem to be working aplied to the Multi1 (the owner im using, with the exception of the Neutral for the fancy stuff) I still want to know how to use these "global variables" on the script, cause if i understand right they work as switches... any directions to investigate?
  10. JT-chemist

    RA1: Tech Level change in game by clock

    Thanks for your replies, guys. X3M, do you think that i can use as Prerequiste for structures the civilian buildings [Vxx]? FunkyFr3sh suggested me something on using a badger to drop buildings, and i think that if i can drop civilian buildings out the view of players and using them as Prerequisite the goal may be achieved.... Tho i dont know how to manage the Badger part. Again, thanks a lot you guys for compliments and the comunity in general... maybe all togheter can make this work and will have a nice mod for all to play ; )
  11. Hello everybody. First of all thanks a lot to all the people that made CnC Net possible! Im working in a multiplayer map for RA1 with a bit of spice on it... but i need some help on developing. The concept is as follow: Game starts on Tech Level 1, a clock is running down, when it reaches zero Tech Level changes to 2 and another clock starts, when this new clock reaches zero Tech Level goes 3, an so on untill Tech Level 10. Ive made my way for the clocks and fancy things like tutorial message of actual Tech Level plus the speech "New Construction Options", but im stuck in the changing of tech levels. Does a global variable can be used as a Prerequisite for buildings/units in the rules.ini? If thats the case then it would be very easy to achive... Or anybody has a better idea/sugestion in how to achieve this? Early thanks to anybody that has watched this question. If any questions on how im making the clocks and stuff just ask.
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